Телепорт

After channeling for 3.5 seconds, your champion teleports to target turret, minion or ward. Teleporting to an allied turret puts Teleport on a 240 second cooldown instead. You may reactivate Teleport to cancel it, placing it on a 200 second cooldown.

Телепорт это направленное заклинание призывателя. It is used to quickly travel from one location to a friendly turret, minion or ward anywhere on the map. It is not stopped like Recall upon damage, but can still be disrupted by hard crowd control abilities such as stuns, roots, and silences. Teleporting to an allied minion or ward will make it invulnerable for the duration of the channel.

Содержание

Teleport is great for ganking if the enemy commits to a fight and is around friendly minions or turrets. Teleport is also used to quickly switch lanes to defend an unguarded tower. Another use for teleport is a backdoor maneuver where a high damage per second champion places a ward inside or near the enemy base and teleports to that ward. From there that champion will attempt to bring down as many towers and inhibitors as possible.

A teleport can also be cancelled by the caster itself by activating the spell again, but doing so will put the spell on a 200 second cooldown (as opposed to the full 300 second cooldown).

Teleport renders the targeted minion invulnerable for the duration of the teleport (when targeting a minion). It is possible to use teleport on a minion targeted by an enemy tower when teleporting to assist a push, preventing tower damage for those 4 seconds. It will also stop the minion from attacking or moving. While champions could use crowd control abilities to move the targeted minion, the teleporting champion will still arrive at the original position.

Stealthed objects targeted by the spell Teleport will be destealthed for the duration of the teleport.

When using teleport on an allied tower, the tower does not become invulnerable, although it can still attack. If Teleport is successful, it will be put on a 240 seconds cooldown, instead of the normal 300 second cooldown. Also, if the tower is destroyed as you are channeling, the teleport particle will vanish and your teleport will be canceled with the full cooldown.

While standing at an end of a wall or other standing out part of terrain, using Teleport slightly increases vision radius just around the corners in the fog of war.

Turrets cannot be teleported to within the first 10 seconds of a game.

Teleport will be cancelled by the caster becoming stunned, rooted, silenced, feared, or taunted.

Zyra's plants (and even her seeds) and Elise's spiderlings can also be teleported to.

Zac's bloblets that form upon death from Cell Division. Teleporting on a Cell DivisionZac will make them invulnerable, preventing them from taking damage. This way, Zac can safely revive. However, he won't revive until the teleport ends.

Using Summoner Teleport on a ward will no longer reveal the ward through fog of war to enemies. Instead, it will destealth the ward to be seen if an enemy is near and reveal the teleport particle through fog of war to enemies.